UV Ambient Occlusion (Pro/Studio)

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Overview

 

Creates a UV texture for its input model where the brightness of each pixel represents the amount of ambient light that would reach the model's surface in an evenly lit environment.

 

 

UV-Ambient-Occlusion

 

 

 

Inputs

 

The node's only input provides the 3D model to be used for the calculation. If an imported model is being used, it must have been properly UV mapped before being imported.

 

 

 

Properties

 

 

Property

Description

Sample Density

Controls the number of light samples taken to produce the ambient occlusion map. Since increasing this property will slow render times, the smallest value that produces acceptable results should be used.

Output

Sets the type of output produced:

 

UV Map

A UV texture is produced that can be applied to the model in a 3D application.

Textured Model

The input model is passed through the node, but with the new UV texture applied to it.

 

 

 


Page URL: http://www.spiralgraphics.biz/genetica/help/index.htm?uv_ambient_occlusion.htm